Total War: Warhammer III’s big 1.1.0 update has arrived, along with a beefy list of patch notes. The update touches just about every aspect of the strategy game, and adds some new features and options that will make the campaign more interesting and, hopefully, a bit less frustrating at key points.
For most players, the most broadly impactful changes in this update are the ones made to the Realm of Chaos campaign. As promised, the effects of the negative traits gained by entering the Chaos Realms has been roughly halved across the board, and Daemon legendary lords won’t experience any negative trait effects whatsoever while traveling through their patron god’s realm. All negative traits associated with a realm are now removed as soon as your lord has completed the survival battle there.
The race to collect souls works a bit differently now, too. When you intercept an AI lord at the Forge of Souls, they’ll lose all the souls they’ve collected so far, rather than being wounded for 15 turns. It’s now possible to block chaos rifts from spawning in your provinces by building the ‘protection’ chain of structures in a local settlement.
Here’s an official video that goes over the top line changes:
Completing a survival battle in one of the chaos realms is now a more appealing prospect: you’ll get 10 turns with ± 5 to the winning faction’s corruption,, +8 control, +15 growth, and +10% income across all of your holdings, so you’ll have the opportunity to rebuild after taking heavy losses in the chaos realms should you succeed.
Once you finish the campaign, you’ll now have the opportunity to banish Be’lakor instead of recruiting him. Taking the banish option will give you some tempting permanent benefits as you mop up the map: +3
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